Oracle just gets a pile of visitor names I'm pretty sure. No indication of who visited who.

The "medium copy" and "janitor copy"... medium is something that doesn't have a strong evil CC and janitor is just a good role which is essential/useful enough to justify recycling.

Scholar is less OP than you think because it only gets half as many roles/night as consig does. Sure, it gets alignments, but those are worth a lot less.

Mortician - Since the Mortician can't do anything with his puppet, the reasonable option probably means not counting it for vote purposes. It'll be noticed, but then you have to figure out who the puppet is...

No, the Oracle will first get, Player A cultist was visited by an invesigator and transporter, Player B....

But if somebody visits again to another it will be;Player A cultist was visited by a lookout and the doctor, Player B..."You recognize a face. It belongs to [Visitors name here]!"

Yea the medium copy thing is a lot different than the normal medium and it converted to an evil role, which CC's the medium. As the Janitor there is a good argument that it is copied but I feel like it was alreasy a super good role and it is hard to change that without ruining the balance of it.

I do feel the scholar is balanced, sure he can get pure answers every other day and 1 alignment, but hat is actually worse than the consigliere. The way I would do it is that you would only revisit somebody if yoy need to know something to help with the Deformer mutations going on, and instead get information on 3 people every 2 days. Also, I would use the double visit when I would find a neutral player.

Yea Salamando's got it. It won't affect the number of votes, which sure hardcore players will notice(Personally I never even notice the "this many votes for voting up" thing until we are at a standstill and almost voting somebody up), but they cant find the puppet througg this. Discovering the puppet is really just a waste of your night though, unless you are lookout and find out it was a puppet...

I definitely enjoy the feedback though, I will take note of it, from both of you

EDIT: I also noticed how it would require both the Defotmer and the Cleric to be alive to night 6 in order to hit max deformities/mutations, which is highly unlikely and should be rewarded well. But i dont think more are needed because of this.

Maybe if the Cleric and Deformer survive to get all the Mutations, all the Deformities they got get cleared... this might be unbalanced on second thought... but if two "maf" are alive by night 6, town has already basically lost.

Salamandos35 wrote:Maybe if the Cleric and Deformer survive to get all the Mutations, all the Deformities they got get cleared... this might be unbalanced on second thought... but if two "maf" are alive by night 6, town has already basically lost.

I mean the same thing would hold for the Cult. The Cleric is like a strong support but no night immujity and no detection immunity. It is meant to make sure that the Deformer can get through until the late tame. The random cultist are what you use to get good targets or just be disruptful to the other factions in general.But if the Deformer and another cultist is alive at late gamw it is basically over.

Alright I don't know how I can change the Ritualist to be less Janitory. I want to make this faction as different from the mafia as posssible and even though it is a good role it is too close to the Janitor

Ok I've gotten an idea, I can combine the Mortician with the Ritualist. Here would be the result:

Mortician (Cult Deception)Abilities: - Every night, may choose 2 people to appear as alive during the next day - If one of those targets are killed, the attacker will get the message, "Your target was immune!" and the target will appear to be alive, but the target will be dead

Attributes: - The Mortician will know the roles of his targets if they are killed or attacked(Like night immune) - May stack onto a dead body and make them appear alive for multiple days - If they are not retargetted by the Mortician, they will be shown as dead at the beginning of the day - If an Investigator or Sheriff visits a mortified playe, they will know that they were mortified, and the Mortician will know that the body was found

So I know what I want to do in order to change this faction from the themes of the mafia. I want to link them with death, so that it doesn't seem as unilateral as it does with the mafia. You are dead, lets hope your team pulls through. Maybe make resurrection possible, even though it would end in a redeath immediately, but it could give majority. Or maybe allow players to do their ability after death. Either way, I will be changing a lot!

How about this idea? Still in beta but hey if anybody wants to give me feedback it would be appreciated.

Ritualist - Prepare a body to be combined by another Cultist

Must pick which Cultist, and which player. After 2 days, the body will be ready. If the chosen Cultist dies on the day that the body was prepared, or the day after, then the two players will switch places. This is kind've like an old Disguiser that helps his other members get Disguised instead.

I'm not entirely sure how people would see the cultist afterwards. I was thinking that we straight out deleted the other players role, and the Cult members role would be seen. But then of course the body that is now being used will be the same name and appearances. So then the murdered player from this wouldn't be able to say they were switched because they appeared as a cult member. Or players would believe the actual cult member if he normally died, and that dead cult member just got a normal townie or somebody dead. Manipulation complete.

Necromancer - Revive 1 player from the dead - Revived players will not be able to talk, but can vote - Their role will be shown as "ZOMBIE" once killed, but their goal won't be changed - Not a conversion role for disclaimer, the player will still bw the same role, but the body will be put to use

(NO NAME) - If this role can guess who will be killed, the killer will switch bodies with the player that is killed, killing the attacker and the cult member will take the other players body and name - Will only work the night and day of use - Only 2 charges - If hung, the hung player will choose from the guilty voters during the "last words" faze to switch bodies, if nobody is selected then one will randomly be selected - This will be completely secret, only the swtiched players will know what happens

(NO NAME) - May talk to the dead - May read whispers - Will be able to avoid the spy when talking at night - Just felt like a whisper guy is necessary to counter spy test claims

What do you guys think so far? Too mafia-like? The idea is that they work around almost "hinting" they are bad like a Jester, then they can escape death and things like that. I thought about making them kill every other day, on odd nights so they kill n1, and giving the other roles more deadly abilities, what would you think of that?

But that's where I've been playing around with it. So it isn't really updated on here. But I do have the old one saved as I plan to come back to this mutation system I had created. But sadly it was too similar to the mafia playstyle. I didn't realize it as it was like my 3rd role in total, didn't know what I was doing...

Hey! So I really like your idea, but I wonder if you could add some sort of cult leader, similar to a Godfather. Idk I feel like a cult faction would need a cult leader. You could also have where if a cult member votes up the leader, or something they commit suicide over the guilt of killing their leader the following night. That's just my idea.

KaptainTemmie wrote:Hey! So I really like your idea, but I wonder if you could add some sort of cult leader, similar to a Godfather. Idk I feel like a cult faction would need a cult leader. You could also have where if a cult member votes up the leader, or something they commit suicide over the guilt of killing their leader the following night. That's just my idea.

Sorry I missed the comment! But the Cleric is basically a godfather. Detection immune, night immune, but kills at 0.5 kpn. He is the modt stable player, but the other roles will also have killing potential with lynches. But if you need a cult leader, then that is the Cleric

A bunch of roles have been added! Cleric reworked! Half the other roles have been reworked! Added Sample Text to every role! Created a To-Do List! Created a Basic Information List! Tell me what you think of all the changes!

Well, it's been a while. Deserves views, haven't gotten any feedback about balancing and I feel it is probably necessary as I'm sure it isn't balanced. Added some Investigative Results too. And btw, this will be in a Forum Mafia game soon! *spoilers*

Sorry this is a little late. I'd prefer the roles to get promoted to the head and gain their abilities when they die rather than making another mafioso clone. Also, the reason why they got rid of Mafias bite immunity was because if there were a lot of them, then Vampires would be put at a severe disadvantage, the same can be said here.

Apart from that, your roles have interesting abilities. Props to you for those role ideas.

Good day.My Name is Gerald, although I would much prefer to be called Sir.

About MrIncendiary88:

Spoiler:Name: Gerald FelneusAge: Speculated to be around their early 30sRole: Arsonist+ForgerLast Seen: Counterclaiming a VigilanteELO: ~1530 (GOLD, AND CLIMBING)

MrIncendiary88 wrote:Sorry this is a little late. I'd prefer the roles to get promoted to the head and gain their abilities when they die rather than making another mafioso clone. Also, the reason why they got rid of Mafias bite immunity was because if there were a lot of them, then Vampires would be put at a severe disadvantage, the same can be said here.

Apart from that, your roles have interesting abilities. Props to you for those role ideas.

Mafioso clone? I mean yea if nobody can kill that's left then 1 player will become a cutthroat, but over half the roles can kill too.

And yea you have a point with vampires I'll change that.

Thanks! Please vote in the poll likewise! Hopefully we can have a faction contest... which mine is totally the best! xD

Added the Hollow! It is the 3rd cult heal role, and it cleans its kills, killing every odd night, and may reveal himself during night by selecting himself, and he will earn 1 vote for each killed player, but he will be revealed to the town. Think of it as a reverse Cleric, instead of helping someone else, it helps himself. Tell me what you think.

And the Faction Development and I are working on the 4th cult head role to make 4 roles in each alignment, that will be able to sacrifice one of the cult members to become some overpowered god role, kind've like a pestilence thing, but of course we aren't done yet and it could change drastically.

I have finally fully read through this and I like the faction alot. But spiritualist seems very boring to play of you don't die, maybe give it a mini-ability to use in night. Also a better name for possessor/necromancer could be Shadowmancer, Mortician or even Gravedigger, i feel like Possessor sounds too generic/not very well-sounding.